using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Urbania
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Utilities.Camera cam;
        Vector2 modMouse;
        GUI.LuaVM lua;
        World.World w;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }
        
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            cam = new Utilities.Camera(Vector2.Zero, GraphicsDevice);
            Utilities.Loader.InitTexLoader(GraphicsDevice, Content);
            lua = new GUI.LuaVM();
            lua.Register("myQuit", this, this.GetType().GetMethod("Exit"));
            this.IsMouseVisible = true;
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            Utilities.Loader.LoadFont("sf");
            Utilities.Loader.LoadTex("button1");
            Utilities.Loader.LoadTex("Urbania-Hexagon");
            Utilities.Loader.LoadXMLFile("XML\\StartMenu.xml");
            Utilities.Loader.LoadTex("basicPixel");

            // TODO: use this.Content to load your game content here
            w = new World.World(100, 100);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            MouseState mouse = Mouse.GetState();

            //The mouse in the world cordinates.
            modMouse = new Vector2(
                mouse.X + (cam.Position.X - (GraphicsDevice.Viewport.Height / 2)),
                mouse.Y + (cam.Position.Y - (GraphicsDevice.Viewport.Width / 2))
                );

            //The bounding rectangle of the viewport in world cordinates.
            Rectangle viewportWorld = new Rectangle((int)(cam.Position.X - (GraphicsDevice.Viewport.Height / 2)),
                (int)(cam.Position.Y - (GraphicsDevice.Viewport.Width / 2)), GraphicsDevice.Viewport.Width,
                GraphicsDevice.Viewport.Height);

            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
                Keyboard.GetState().IsKeyDown(Keys.Escape))
                this.Exit();

            
            cam.Update(gameTime, Mouse.GetState());

            w.Update(gameTime, viewportWorld);
            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            spriteBatch.Begin(SpriteSortMode.Immediate,
                BlendState.AlphaBlend,
                null,
                null,
                null,
                null,
                cam.Transform);

            w.Render(gameTime, spriteBatch);

            spriteBatch.End();
            // TODO: Add your drawing code here

            spriteBatch.Begin();
            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
